Draft:Armor

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Omega 0.90.4

Body armor ] reduces ordinary damage that reaches you. Its bulk can also make you easier to hit, while enchantment improves defense. Magical suits may add elemental immunity, fear immunity or breathing. This page covers all 17 body armors in Omega 0.90.4; shields occupy a separate slot, and boots and cloaks are other equipment categories.[1]

Armor comparison

Absorption is the amount this suit removes from each ordinary damage event, before the one-HP minimum. Bulk penalty is subtracted from defense; add the individual suit's enchantment to get its net defense contribution. Enchantment does not raise absorption. Weight counts even when a suit is carried in the backpack.[2]

Prices below are Julie's actual fully identified, uncursed +0 stock. A dash means that the type is not sold there, not that it has no value. Generation level influences how often ordinary sources accept a candidate; it is neither a character-level requirement nor a guarantee of availability.[3]

Armor Absorption Bulk penalty Weight Julie's (Au) Generation level Worn power
Flak jacket 1 0 100 10 0 None
Soft leather armor 2 1 200 20 1 None
Cuirbouilli 2 1 200 60 1 None
Ring mail 3 2 300 200 2 None
Chain mail 4 3 400 400 3 None
Scale mail 4 2 400 600 4 None
Partial plate mail 5 3 400 900 5 None
Full plate mail 6 4 600 1500 6 None
Plate armor 7 4 500 3000 6 None
Lamellar armor 5 2 200 3000 6 None
Mithril chain mail 5 2 200 7 Fear immunity; cursed: also berserk
Mithril plate armor 8 3 300 7 Fear immunity; cursed: also berserk
Dragonscale armor 6 3 500 7 Fire immunity
Prismatrix armor 7 2 100 8 Fire, cold and electricity immunity
Powered combat armor 20 0 0 9 Breathing; cursed: immediate drowning
Powered scout armor 10 0 0 7 Breathing; cursed: immediate drowning
Demonhide armor 5 0 100 3 Fire, cold and electricity immunity

The table gives undamaged physical properties. Prismatrix is normally generated at +9, +10 or -10 depending on blessing; demonhide is always generated at -6 with curse strength -9. Do not read their initialization enchantments as guaranteed safe equipment.[4]

Finding and identifying armor

Julie's sells the first ten types in the table. A new Legion member receives soft leather for free; the Order gives blessed mithril plate on promotion to Paladin. Dragon remains can be transformed at Ambrosias, producing blessed armor with much higher enchantment than a +0 shop suit.[5]

All seventeen types can appear in ordinary random treasure, including eligible monsters' random possessions. The pawn shop uses random stock and identifies it fully, so its armor can include curses. A noncursed acquirement effect allows the armor category; a blessed effect allows a specific armor choice. It still generates that armor's blessing and enchantment independently: selecting powered armor or demonhide is not a guarantee of safety.[6]

Armor names are fixed rather than disguised as random materials. Seeing powered combat armor, however, does not tell you whether that individual suit is cursed. Full identification reveals the enchantment and blessing needed to judge it. The displayed combat values show real performance once equipped, but test-wearing can trap you in a curse or immediately trigger a harmful power.[7]

Random enchantment and blessing

For suits without a fixed initial enchantment, the initial nonnegative value P has probability 1 / 2k+1 of being k: half start at 0, one quarter at 1, one eighth at 2, and so on. Ordinary blessing is separately 60% uncursed, 20% blessed and 20% cursed; positive or negative strength is uniformly 1 through 10. The final enchantment is P if uncursed, P + 1 if blessed, and -(1 + P) if cursed. Prismatrix starts at P = 9 instead; demonhide starts at 5 and its fixed -9 curse always changes that to -6.[8]

In an ordinary treasure-generation attempt, armor occupies 10 of the 135 category outcomes, then each of the seventeen types is equally likely as a candidate. Candidates above the source's accepted level usually get rejected and the entire draw is repeated. The filter accepts when the item's level is less than source level plus a random 0-2, or through a separate 1% exception when that comparison fails. Thus 10/135 is a candidate share, not the final fraction of dropped armor. Gifts, purchases, alchemy and acquirement use their own paths.[9]

Choosing a suit

For the first trip, cheap known-safe armor can leave money for a weapon, food and treatment. Soft leather is a much better purchase than equally enchanted cuirbouilli: it has the same physical statistics at one third of the price. Ring mail, chain and partial plate gradually exchange money and defense for more absorption; lamellar pays a premium for lower weight.

Check both Def and Arm, then check your speed. The heaviest suit is not automatically the safest if it slows you enough to suffer more attacks. At equal enchantment, plate armor improves on full plate in absorption and weight; lamellar offers less absorption than plate but much less weight and a smaller defense penalty. A shield can offset some defense penalty without replacing the armor's absorption.

Special powers can matter more than another point of absorption. Mithril prevents fear; dragonscale prevents fire damage; prismatrix covers three elements with very little weight. A safe powered suit excels against ordinary damage, but supplies breathing rather than elemental immunity. Cursed mithril causes berserk behavior, and cursed powered armor starts drowning even on land. Demonhide's useful immunities come with a guaranteed deep curse.

See Defense and protection for exact defense and burden formulas, block choices, enchantment risk, curses, corrosion and attacks that bypass absorption. For an opening route, see Your first day in Rampart.

References

  1. defs.h in Omega 0.90.4, lines 677–678 Glyphs; iinit.h in Omega 0.90.4, lines 256–288 Complete body-armor definitions.
  2. aux1.c in Omega 0.90.4, lines 281–350 Combat values; aux1.c in Omega 0.90.4, lines 498–513 Damage; util.c in Omega 0.90.4, lines 677–694 Carried weight.
  3. site1.c in Omega 0.90.4, lines 164–231 Stock and price; item.c in Omega 0.90.4, lines 7–41 Generation filter.
  4. iinit.h in Omega 0.90.4, lines 256–288 Values and powers; item.c in Omega 0.90.4, lines 221–233 Generation; itemf2.c in Omega 0.90.4, lines 73–204 Worn effects.
  5. site1.c in Omega 0.90.4, lines 179–182 Stock; guild1.c in Omega 0.90.4, lines 67–72 Legion gift; guild2.c in Omega 0.90.4, lines 736–762 Paladin promotion; minit.h in Omega 0.90.4, line 253 Dragon remains; minit.h in Omega 0.90.4, line 293 Dragon Lord remains; site1.c in Omega 0.90.4, lines 845–869 Alchemy.
  6. item.c in Omega 0.90.4, lines 7–41 Random treasure; lev.c in Omega 0.90.4, lines 382–393 Monster possessions; site1.c in Omega 0.90.4, lines 1043–1052 Pawn stock; effect1.c in Omega 0.90.4, lines 647–783 Acquirement.
  7. iinit.h in Omega 0.90.4, lines 256–288 Names; inv.c in Omega 0.90.4, lines 221–278 Display and knowledge; inv.c in Omega 0.90.4, lines 1354–1358 Cursed equipment; itemf2.c in Omega 0.90.4, lines 179–204 Powered armor.
  8. item.c in Omega 0.90.4, lines 221–233 Armor construction; item.c in Omega 0.90.4, lines 506–533 Enchantment and blessing draws.
  9. item.c in Omega 0.90.4, lines 7–41 Candidate generation and retry.